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1. all vehicle textures have differing locations for doors, grills, lights, bumpers, etc. so overlays wouldn't line up with each texture the same way, meaning moss from one vehicle wouldn't be in the door cracks of another -- same goes for rust. this would result in inconsistencies which is why I hand drew these details on each vehicle texture individually.
2. existing rust/blood overlays use a very rough UV map that wouldn't allow for a ton of detail. just look at project seasons and the dust overlay that mod has, it is a retexture of the vanilla rust but instead of covering parts of the vehicle it covers the whole thing, which makes it easier to spot inconsistencies on the exterior, such as dust having depth on some panels and suddenly cutting off on others. no shade to the developer, that's just how The Indie Stone designed it.
does that mean it'll never be done? not definitively, but it's not on my radar at the moment
the traffic jams shown in the screenshots (not counting the first 4, those were created manually to show off the vehicles) are all located just outside of Muldraugh. two on the far south side and one far north. Just follow the large 4 lane road in either direction and you will come across them
can you do this for KI5's cars?
- ensure you have no texture mods conflicting with mine, and if you're sure there aren't make sure you verify your game files. sometimes old texture mods you thought you've removed before will still stick around and cause issues.
- vehicles that weren't facing in random directions was a result of a conflict with 10 years later's custom maps in build 41 since those handle spawns in their own way. ensure you enable the 'random directions' submod I've included in the B41 version instead of the normal one for random directions to work correctly.
if you have additional vehicle mods enabled, (such as KI5 cars) those may be taking up some burnt car spawns making it appear as if they're not spawning at all, but that's entirely a guess. either which way you definitely do have some kind of a conflict going on.
if you find out the root cause let me know so I can list it as a direct incompatibility in the description
i’m going to recommend doing a test, disable all of your mods and only turn on 10 years later and 10 years vehicles for a moment, then get in game to see if it’s one of your 10 years later settings messing with spawns.
if it isn’t, look for any mods you have that you’ve enabled with similar functionality to that of the two mods you mentioned, any that replace burnt vehicles or modify existing vehicle spawn logic (not counting adding new spawns usually) will likely be your culprit
in regards to the textures, as with most texture replacement mods the texture cache sometimes needs to be reset in order for the textures to show; this is normal project zomboid functionality. if textures aren’t showing, you need to restart your game with the desired texture mod enabled for changes to take effect.
as for the burnt cars, that is more than likely due to another mod of yours overriding my spawn settings. I know 10 years later has a setting that does that, but which setting that is, let alone for build 41’s version, I couldn’t tell you unfortunately. if you determine it isn’t 10 years later it may be worth looking at your current mods to check for any conflicts.
- by "not spawning" are you referring to vehicles altogether? just "burnt" ones? or the textures? let me know which it is so I can tailor my response more appropriately to the problem you're having
to test, I recommend disabling all other mods except for mine and 10 years later. then, ensure you load 10 years later first, and mine second. let me know what results you get and which version you're playing on
thank you
I've placed your mod just below the "10 Years Later" mod in the mod loader. Am I doing something wrong? Any help would be greatly appreciated! :(
But I'll let em know you'll be doing that.
Worst case scenario he tells you no.
But I'm 99% sure he'd be fine with that. LOL.
I'd say go ahead and do so. If he does object, I'll let you know. :3
(Context: I have Pete's DMs.)
while you're here, do you know if the creator would be fine with custom wrecked variants like the vanilla cars have, (specifically with the military vehicles, I likely won't be doing wrecked versions of every car.) or should I only do the textures? I don't want to mess with the vehicle meshes themselves if the creator prefers it.
Anyhoo, KEEP UP THE GREAT WORK!
as for your idea, I have actually considered doing that already previously but you said it yourself, it would be a lot of work to do; especially if I end up doing PZK support. plus, we're talking about approximately 145 individual textures, so to essentially duplicate those again just to add slightly less grimey/rusty ones as a submod would likely be a waste of storage for a lot of people
But that'd just be my preference, and considering how fast trees grow it seems like Knox has a bit of a time dilation issue lol, still a fantastic mod.
general rule of thumb for vehicles in this mod:
- no windows + flat tires = non-functional and only useful for scrap metal and stealth against zomboids
- intact windows + rounded tires = functional and can be interacted with like normal
vehicle stats are up to you, so if a challenge is what you're after I recommend setting the chance of gas to very low and using 'More Vehicle Options' to make finding a car with a good battery exceptionally difficult as well. most of the time I find my batteries in sheds or garages, but it's a dice roll so it can take a while
general rule of thumb though, if the car has full intact windows and no visually flat tires it'll be functional. the burnt ones just serve as world storytelling and as a source for scrap metal.
if you're referring to the functional ones you might have a mod conflict somehow, but this would be the first time I've ever heard of such a bug and I don't even know what mod would cause such a thing to happen because that's vanilla functionality and my mod doesn't modify anything to do with vehicle interaction.
If you're referring to the 'burnt' vehicles I recommend reading the mod's description, it's at the very top, first one under 'features.' Long story short, cars with no windows are remodelled burnt ones and cannot be interacted with because the vanilla burnt cars couldn't be interacted with either.
If you need further clarification let me know